IDK if it was proposed or not(27 pages... too much) but I think that Utilities should have 6-7 neutrals on them... as it is they are too powerful(especially for team games and unlimited reinforcements)

GoranZ wrote:IDK if it was proposed or not(27 pages... too much) but I think that Utilities should have 6-7 neutrals on them... as it is they are too powerful(especially for team games and unlimited reinforcements)

GoranZ. thanks for feedback.i don't beleive it was proposed...are you saying it is too strong as a bonus when collected in those games...and how many bad experiences did you have with this...and where would you put the 6-7 neutrals if you had them?

No they are too powerful when it comes to ease of connecting remote areas of the map. And since they are initially ether to some player or neutral it gives them very powerful role(Almost all attack will go threw them, and defenders cant defend since no one will know where the attack force will go to). But if they are initially neutral with certain amount of units on them their role for blitzkrieg attack in the beginning stages of the game will be reduced although they will still be quite powerful later in the game. Cretan amount of neutrals on them(it doesn't have to be 6-7... it can be 5) will probably render their usefulness in round 1, but not for later rounds. If there is a change in them then probably the utilities bonus should be changed also.

cairnswk wrote:and how many bad experiences did you have with this...and where would you put the 6-7 neutrals if you had them?

All Utilities territories should start with neutrals on them... I had surprising experience(not bad) in one of the games I play on the map when I realized what can be done with those connecting territories ... Generally the goal for my proposal is to make the map littlebit slower when it comes to eliminating an enemy in the begining stages of the game, especially in unlimited reinforcements.

benga, unfortuntely unless your take a screenshot and post it for me, i am unable to assist you since you will insist on playing fog when the map is in beta...i can't see a darned thing about who holds what, and the game log is just as useless.

are you sure ViperOverLord does not hold a tribe? or is there a tribe that is neutral?

benga, unfortuntely unless your take a screenshot and post it for me, i am unable to assist you since you will insist on playing fog when the map is in beta...i can't see a darned thing about who holds what, and the game log is just as useless.

are you sure ViperOverLord does not hold a tribe? or is there a tribe that is neutral?

We are still playing so I can post snap later, I took over all of his tribes have 8 of them now, not sure where Motu is.

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cairnswk wrote:my calcs say Baruni should be +5, but i don't beleive it was ever fully examined in the discussion.

my error, it was covered, and i have now found that discussion, apologies Ian.

iancanton wrote:

cairnswk wrote:

iancanton wrote:the baruni bonus looks as if it ought to be worth more, instead of less, than napa napa rot because of the extra border and more central location: +5 instead of +3.

OK, I understand, if M7 is made a neutral, will that still require Baruni to be +5?

however u look at it, baruni is more difficult than napa napa rot. i like the way the maunten area restricts access from east and west except at the m1, m5 and m6 points. however, the internal arrangement of maunten is too much of rail pot mosbi. instead of making m7 start neutral, why not merge away two maunten regions (m1 with m2 and m3 with m4) to a total of 5, obviously with a reduced bonus? combined with the viles n1, this gives 88 starting regions, which is also a golden number.

So going forward, i failed to change the Baruni bonus to +5....nolefan5311, can you adjust that please, and i will attend the gfx..

iancanton wrote:a major problem at the start seems to be caused by the stacks of 7 in front of each tribe.

instead of 12 on each tribe and 7 on the tribe buffer region, how about 12 and 3, so that no attack is advisable from the buffer region on turn 1 unless troops are added?

the reinforcement divisor being 4 will also help greatly by reducing the starting deployment from scary to chunky.

ian, i can cope with 12 and 3 if the divisor is 4, as long as this change is not going to allow any player to wipe someone out too early.

both regions of each start position ought to be coded as underlying neutral to avoid potential bonus drops.

OK, that can be done also, although is it too much! are we going for overkill here?

do we still have 88 starting regions for large games?

as far as i know we have.

if so and if we implement a maximum of 2 start positions per player,

...then there are 72 random starting regions plus 8 2-region start positions for large games -->(22 regions per player, deployment of 5 in 4-player games;

...this is a bad number for 2-player games because player 1 can reduce his opponent's deployment by gaining just one of his regions, so i recommend a maximum of exactly 3 2-region start positions per player.

3-player is a special case where this doesn't matter so much, since a starting advantage can lead to the other two players ganging up on player 1.

ian.

OK, i understand that, sorry I had to break it up to get head around it.

So we have:1. Divisor of 42. max of 3 x 2 region start positions/player 3. reduce the 7 (buffer) in front of tribe to 3....

Can we compromise on 5 buffer in front of tribe... because i am still not convinced that in 2 players games, the first player is going to have enough deployment if he gets a tert adjacent to the 3 buffer to be able to come very close to wiping that buffer out, thus immediately placing the opponent in a defensive position to have to countermand that almost wipeout.

It looks like I overlooked this change in that relatively lengthy post. My apologies. The correct XML is attached and linked.

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If anyone has any other comments on tweaking the gameplay/graphics, now is the time to speak up! If there are no other concerns within the next couple of days, this map will be quenched!

thenobodies80

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---The Beta period has concluded for the Classic Cities: Pot Mosbi Map. All objections have had their time. The Foundry and I hereby brand this map with the Foundry Brand. Let it be known that this map is now ready to be released into live play.

Congratulations nolefan5311, your shiny new medal is well-earned

....and Congratulations cairnswk, your shiny new medal would be well -earned, if only I would be able to give another one to you!

Conquer Club, enjoy!

thenobodies80

I do NOT visit this site and I'm NOT Team CC anymore.All PMs are autobinned. If you need to contact me, you should already have a way to do it without using this site.Thanks to those who helped me through the years.